Definitely agree with lockM. Having reach 3k+ lp with necalli. I feels that necalli is so limited when compared to ez mode charc like nash,chun, dhalsim and bison
Defintately starting to feel all the gripes about Necalli. Is it weird that I feel like EX stomp is better then EX Berserker slash? Slash maybe give more corner carry but I feel like his wakeup pressure is so bad if not in the corner i’d rather just leave them standing and still be at frame advantage then let them have a knockdown?
I would only use EX Stomp for potential stun, to convert off lights and to use as a tight string safely. Even when done up close the pushback is way too far to get a mixup, always get the knockdown/damage.
I’m loving Necalli. Started ranked on my 2nd account and got 2400 lp in a few hours yesterday. After EX stomps you can EX grab btw if you train your opponent to not press buttons.
You would have to walk up a tiny bit to do that. It’s nice when you can land EX stomp but to use it instead of other options is just not worth it since the knockdown grants necalli way more potential.
Two accounts already? Its too early to smurf right now lol.
I got my Vega account to gold pretty quick and I want to get Necalli up there also. It’s not so much a smurf since I am literally learning the characters through ranked, not taking my 4k+ Vega and trying to beat on rookies.
I think he meant on hit @Necrotrophic, but you still get almost nothing. In VT you might be able to get away w/ walk forward throw because of the walkspeed but then you’re vulnerable to wakeup buttons and DP or even something like neutral jump. I would just do cr.mp MK stomp to keep them honest.
EX stomp should really only be used to convert of lights, to stun quickly (off of HK stomp), or when you’re not confident your button hit but want to be safe (like doing midscreen cr.mk EX stomp instead of DP or rush punch.) Otherwise you’re sacrificing damage, meter and the knockdown for subpar mixup.
I’ve been playing a fair amount of Necalli over the past 2 days, and he feels the most similar to Cody out of the roster. Am I wrong in thinking this? I might play him just due to feeling familiar with the playstyle.
90% of cody players just threw out random derp. In that case, no… But he is very frame trappy so in that regard, kind of. But so are a lot of characters.
…random derp? Considering what Cody’s properties are on most of his attacks, he can’t really do much derp that isn’t EX Zonk and even that was a very bad bet, Cody was primarily counter pokes into meaty pressure with his close normal set, least for me. I DIGRESS.
I mean it in the sense that his normal set is similar to Cody’s aka everything is plus as fuck on block but has stubby range, so he becomes a huge threat when close. I know every character is strong when close but a bunch of Necalli’s normals are +2 on block and easy to set-up for continued pressure, not to mention you have the threat of command grab ticks are every one. However their special kit differs heavily of course, Necalli has better tools to threaten with and better fireball lock-down that Cody does not, more mobility too.
It’s making me unsure how to play Necalli though, how do you keep up the pressure? After like two hits you’re already out of his range and walking forward makes you lose your LP Guidance for combo enders, what’s the trick to getting some sustained pressure, or at least threatening the opponent once you’ve been pushed back?
In that sense necalli is a lot like Cody. Walking frame trap, but with the threat of a command throw.
Unfortunately as you’ve noticed, necalli loses pressure after combos in the mid screen, so it is super important to try to get a corner carry disc guidance. You really have to get that back charge going quickly, which is one reason I like the dash up st mk. As soon as you input the dash, start charging back and you’ll have enough time to get DG going.
Necalli’s kind of a bizarre character, he has a lot of tools. I would characterize him in the “upgrade” archetype, where a character becomes immensely powered up upon meeting certain conditions (ie. oiled up Hakan, Q w/ 3 taunts, Hwa Jai/Chin w/ drinks, VF Shun Di etc.) He reminds me the most of Q in 3S: he’s a tank, has some range tools but they are subpar; has mixup tools but they are slow/subpar; hard to land clean hits, but when he does it hits like a truck. Closest thing to Cody in this game might be Mika; weak neutral game, good mixup tools.
I actually think Cody in SFIV was the opposite - strong neutral game and weak mixup tools. He had some really good normals - f.MP, f.HK, cr.LK, cr.LP and good anti-airs but his pressure was very straight forward compared to some of the other rushdown characters.
He definitely has some similarities with Necalli, big damage and good frametraps. But I fell he’s more similar to Nash in this game.
Good mixup normals but subpar range normals. All of those normals you listed have no range with the exception of for.HK. the only real range normals he had was St.HK and for.HK, both of which can be ducked. Cody had REALLY good pressure and tight strings, but there are characters who also have that, plus better ranged normals. And many other characters could deal with crouch tech better, like using dive kicks, command grabs, low crushing moves etc.
As for the whole frame trap thing, every character has good frame traps in this game because of the new throw system. Even dhalsim can do it. Nash? I dunno man. Nash has one of the best neutrals in the game, and many good unique tools it’s hard to compare him to someone in 4.
As a Cody player i also leaned towards Necalli, good frametraps, good damage, straightforward gameplay, great anti airs, strong jump normals, mainly his normals are used to counterpoke with but damage conversion is low or very difficult unless you have meter or vtrigger. Similar gameplan.